using System;
using ns27;
using Triton.Game.Mono;

namespace Triton.Game.Mapping
{
	[Attribute38("FullScreenEffects")]
	public class FullScreenEffects : MonoBehaviour
	{
		public static int NO_WORK_FRAMES_BEFORE_DEACTIVATE => MonoClass.smethod_6<int>(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "NO_WORK_FRAMES_BEFORE_DEACTIVATE");

		public static string BLUR_SHADER_NAME => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLUR_SHADER_NAME");

		public static string BLUR_VIGNETTING_SHADER_NAME => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLUR_VIGNETTING_SHADER_NAME");

		public static string BLUR_DESATURATION_SHADER_NAME => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLUR_DESATURATION_SHADER_NAME");

		public static string BLEND_SHADER_NAME => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLEND_SHADER_NAME");

		public static string VIGNETTING_SHADER_NAME => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "VIGNETTING_SHADER_NAME");

		public static string BLEND_TO_COLOR_SHADER_NAME => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLEND_TO_COLOR_SHADER_NAME");

		public static string DESATURATION_SHADER_NAME => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "DESATURATION_SHADER_NAME");

		public static string DESATURATION_VIGNETTING_SHADER_NAME => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "DESATURATION_VIGNETTING_SHADER_NAME");

		public static string BLUR_DESATURATION_VIGNETTING_SHADER_NAME => MonoClass.smethod_8(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLUR_DESATURATION_VIGNETTING_SHADER_NAME");

		public static int BLUR_BUFFER_SIZE => MonoClass.smethod_6<int>(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLUR_BUFFER_SIZE");

		public static float BLUR_SECOND_PASS_REDUCTION => MonoClass.smethod_6<float>(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLUR_SECOND_PASS_REDUCTION");

		public static float BLUR_PASS_1_OFFSET => MonoClass.smethod_6<float>(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLUR_PASS_1_OFFSET");

		public static float BLUR_PASS_2_OFFSET => MonoClass.smethod_6<float>(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLUR_PASS_2_OFFSET");

		public static float BLUR_PASS_3_OFFSET => MonoClass.smethod_6<float>(TritonHs.MainAssemblyPath, "", "FullScreenEffects", "BLUR_PASS_3_OFFSET");

		public Camera m_IgnoreCamera => method_3<Camera>("m_IgnoreCamera");

		public int m_LowQualityFreezeBufferSize => method_2<int>("m_LowQualityFreezeBufferSize");

		public bool m_BlurEnabled => method_2<bool>("m_BlurEnabled");

		public float m_BlurBlend => method_2<float>("m_BlurBlend");

		public float m_BlurAmount => method_2<float>("m_BlurAmount");

		public float m_BlurDesaturation => method_2<float>("m_BlurDesaturation");

		public float m_BlurBrightness => method_2<float>("m_BlurBrightness");

		public bool m_VignettingEnable => method_2<bool>("m_VignettingEnable");

		public float m_PreviousBlurAmount => method_2<float>("m_PreviousBlurAmount");

		public float m_PreviousBlurDesaturation => method_2<float>("m_PreviousBlurDesaturation");

		public float m_PreviousBlurBrightness => method_2<float>("m_PreviousBlurBrightness");

		public float m_VignettingIntensity => method_2<float>("m_VignettingIntensity");

		public bool m_BlendToColorEnable => method_2<bool>("m_BlendToColorEnable");

		public Color m_BlendToColor => method_2<Color>("m_BlendToColor");

		public float m_BlendToColorAmount => method_2<float>("m_BlendToColorAmount");

		public bool m_DesaturationEnabled => method_2<bool>("m_DesaturationEnabled");

		public float m_Desaturation => method_2<float>("m_Desaturation");

		public bool m_WireframeRender => method_2<bool>("m_WireframeRender");

		public int m_DeactivateFrameCount => method_2<int>("m_DeactivateFrameCount");

		public bool m_FrozenState => method_2<bool>("m_FrozenState");

		public bool m_CaptureFrozenImage => method_2<bool>("m_CaptureFrozenImage");

		public UniversalInputManager m_UniversalInputManager => method_3<UniversalInputManager>("m_UniversalInputManager");

		public Camera m_Camera => method_3<Camera>("m_Camera");

		public Material m_BlurMaterial => method_3<Material>("m_BlurMaterial");

		public Material m_BlurVignettingMaterial => method_3<Material>("m_BlurVignettingMaterial");

		public Material m_BlurDesatMaterial => method_3<Material>("m_BlurDesatMaterial");

		public Material m_BlendMaterial => method_3<Material>("m_BlendMaterial");

		public Material m_VignettingMaterial => method_3<Material>("m_VignettingMaterial");

		public Material m_BlendToColorMaterial => method_3<Material>("m_BlendToColorMaterial");

		public Material m_DesaturationMaterial => method_3<Material>("m_DesaturationMaterial");

		public Material m_DesaturationVignettingMaterial => method_3<Material>("m_DesaturationVignettingMaterial");

		public Material m_BlurDesaturationVignettingMaterial => method_3<Material>("m_BlurDesaturationVignettingMaterial");

		public Material blurMaterial => method_14<Material>("get_blurMaterial", Array.Empty<object>());

		public Material blurVignettingMaterial => method_14<Material>("get_blurVignettingMaterial", Array.Empty<object>());

		public Material blurDesatMaterial => method_14<Material>("get_blurDesatMaterial", Array.Empty<object>());

		public Material blendMaterial => method_14<Material>("get_blendMaterial", Array.Empty<object>());

		public Material VignettingMaterial => method_14<Material>("get_VignettingMaterial", Array.Empty<object>());

		public Material BlendToColorMaterial => method_14<Material>("get_BlendToColorMaterial", Array.Empty<object>());

		public Material DesaturationMaterial => method_14<Material>("get_DesaturationMaterial", Array.Empty<object>());

		public Material DesaturationVignettingMaterial => method_14<Material>("get_DesaturationVignettingMaterial", Array.Empty<object>());

		public Material BlurDesaturationVignettingMaterial => method_14<Material>("get_BlurDesaturationVignettingMaterial", Array.Empty<object>());

		public bool BlurEnabled => method_11<bool>("get_BlurEnabled", Array.Empty<object>());

		public float BlurBlend => method_11<float>("get_BlurBlend", Array.Empty<object>());

		public float BlurAmount => method_11<float>("get_BlurAmount", Array.Empty<object>());

		public float BlurDesaturation => method_11<float>("get_BlurDesaturation", Array.Empty<object>());

		public float BlurBrightness => method_11<float>("get_BlurBrightness", Array.Empty<object>());

		public bool VignettingEnable => method_11<bool>("get_VignettingEnable", Array.Empty<object>());

		public float VignettingIntensity => method_11<float>("get_VignettingIntensity", Array.Empty<object>());

		public bool BlendToColorEnable => method_11<bool>("get_BlendToColorEnable", Array.Empty<object>());

		public Color BlendToColor => method_11<Color>("get_BlendToColor", Array.Empty<object>());

		public float BlendToColorAmount => method_11<float>("get_BlendToColorAmount", Array.Empty<object>());

		public bool DesaturationEnabled => method_11<bool>("get_DesaturationEnabled", Array.Empty<object>());

		public float Desaturation => method_11<float>("get_Desaturation", Array.Empty<object>());

		public FullScreenEffects(IntPtr address, string className)
			: base(address, className)
		{
		}

		public FullScreenEffects(IntPtr address)
			: this(address, "FullScreenEffects")
		{
		}

		public void OnEnable()
		{
			method_8("OnEnable");
		}

		public void OnDisable()
		{
			method_8("OnDisable");
		}

		public void OnDestroy()
		{
			method_8("OnDestroy");
		}

		public void Awake()
		{
			method_8("Awake");
		}

		public void Start()
		{
			method_8("Start");
		}

		public void Update()
		{
			method_8("Update");
		}

		public void SetDefaults()
		{
			method_8("SetDefaults");
		}

		public void Disable()
		{
			method_8("Disable");
		}

		public void Freeze()
		{
			method_8("Freeze");
		}

		public void Unfreeze()
		{
			method_8("Unfreeze");
		}

		public bool isActive()
		{
			return method_11<bool>("isActive", Array.Empty<object>());
		}

		public void OnPreRender()
		{
			method_8("OnPreRender");
		}

		public void OnPostRender()
		{
			method_8("OnPostRender");
		}

		public void UpdateUniversalInputManager()
		{
			method_8("UpdateUniversalInputManager");
		}
	}
}
